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====Pirate: Old Salt===== 0+<br> Cost: <br> Starting Experience: 60+d6<br> Faction: Outlaw, Crew, Rare 6<br> Skills: Shooting, Ferocity, Combat, Shiphand<br> Equipment: Melee, Pistol, Basic, Grenades and Shells.<br> M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Special'' '''Weatherworn''': Because old salts have been in space for so long, they have picked up some skills and some oddities. Roll 1 advances, and a d6 on the following table: · 1-2: Old Injury: 1-2: eye patch (eye wound), 3-4 Peg Leg (Can only run 1.5x Movement), Hook Hand (cannot use 2 handed weapons. Hook counts as a knife that cannot fumble) · 3: Jonah: Wherever the old salt goes, ill fortune seems to follow. Add one Jinx to the ship. · 4: Extra Superstitious: if you roll a triple 1 on the travel dice, the old salt has seen a particularly bad omen and refuses to leave the ship “until you leave this accurset’ place” · 5: Drunk: When he’s not sailing, he is floating in the booze. In every post game phase, the leader must pass a leadership check or the old salt drinks away d6x5 credits from your stash. On the plus side, he makes a lot of friends on his benders, and can chose the “well liked” advance anytime he could roll for a skill · 6: Wanted: All pirates are outlaws: it goes with the territory. However, the old salt crossed someone important, so he is wanted more than most. [effect]. Well Traveled: If you want to go somewhere, the old salt probably knows the quickest rout. Subtract 1 from all travel times.
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